void OnGUI()
    {
        //bool build = false;
        using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar))
        {
            if (ToolbarButton("New", "Create a new test scene."))
            {
                SceneHelper.CreateNewTestScene();
                return;
            }

            if (ToolbarButton("Refresh", "Refresh the list of tests, in case tests that were added/removed are not reflected in the list."))
            {
                PopulateTestEntries();
            }

            GUILayout.FlexibleSpace();

            bool override_toggle = ToolbarToggle(BuildOverride.override_build, "Update Scene List", "True to override the scenes in the Build Setting's scene list with the settings below.");
            if (override_toggle != BuildOverride.override_build)
            {
                XRBuildSettings.UpdateBuildSettings();
                //BuildOverride.SetOverride(override_toggle);
            }
        }


        DrawTestList();
    }
 void UpdateBuildSettings()
 {
     if (GUILayout.Button("Update Build Settings"))
     {
         XRBuildSettings.UpdateBuildSettings();
     }
 }
Example #3
0
    void CopyProjectSettings(string outputProjectPath, string rootPath)
    {
        // This method changes build settings so our EditorBuildSettings asset just has the one scene,
        // so we need to make sure that no matter what we update our build settings back to the way
        // they should be for the suite.
        try
        {
            EditorBuildSettings.scenes = new[]
            {
                new EditorBuildSettingsScene(m_ExportTestScenePath, true),
            };
            AssetDatabase.SaveAssets();

            var outputProjectSettings = Path.Combine(outputProjectPath, "ProjectSettings");
            Directory.CreateDirectory(outputProjectSettings);
            foreach (var file in Directory.GetFiles(Path.Combine(rootPath, "ProjectSettings")))
            {
                var destFile = Path.Combine(outputProjectSettings, Path.GetFileName(file));
                File.Copy(file, destFile);
            }
        }
        finally
        {
            XRBuildSettings.UpdateBuildSettings();
        }
    }
    public static void RenderingPathSelector()
    {
        var currentPathIndex = XRBuildSettings.CurrentRenderPathIndex();

        EditorGUI.BeginChangeCheck();
        var guiContent = new GUIContent("Rendering Path",
                                        "The rendering path to use the project. Applied to all graphics tiers.");
        var newRenderingPathIndex = EditorGUILayout.Popup(guiContent, currentPathIndex, ValidRenderingPathsGuiContents());

        if (EditorGUI.EndChangeCheck())
        {
            var newRenderingPath = XRBuildSettings.ValidRenderingPaths()[newRenderingPathIndex];
            foreach (BuildTargetGroup group in Enum.GetValues(typeof(BuildTargetGroup)))
            {
                foreach (GraphicsTier tier in Enum.GetValues(typeof(GraphicsTier)))
                {
                    var settings = EditorGraphicsSettings.GetTierSettings(group, tier);
                    settings.renderingPath = newRenderingPath;
                    EditorGraphicsSettings.SetTierSettings(group, tier, settings);
                }
            }
        }
    }
 static GUIContent[] ValidRenderingPathsGuiContents()
 {
     return(XRBuildSettings.ValidRenderingPaths().Select(p => new GUIContent(p.ToString())).ToArray());
 }